Autodesk 给Maya内部集成了一些mentalray的production shader 但是由于没有经过全方位的测试,还没有正式公布出来不过大家可以通过修改maya文件把这些东西调用出来。这些shader的主要用途方便cg与实拍更有效的结合,加速生产流程。这些shader已有很详细的官方文档 。
Maya 2008 production shader 调用方法 打开文件:../scripts/others/mentalrayCustomNodeClass.mel
找到
// Internal MentalRay Nodes. Not meant to be used with Maya.
if ($nodeType == "misss_physical_phen" ||
$nodeType == "mip_rayswitch" ||
$nodeType == "mip_rayswitch_advanced" ||
$nodeType == "mip_rayswitch_environment" ||
$nodeType == "mip_card_opacity" ||
$nodeType == "mip_motionblur" ||
$nodeType == "mip_matteshadow" ||
$nodeType == "mip_cameramap" ||
$nodeType == "mip_mirrorball" ||
$nodeType == "mip_grayball" ||
$nodeType == "mip_gamma_gain" ||
$nodeType == "mip_render_subset" ||
$nodeType == "mip_matteshadow_mtl" ||
$nodeType == "surfaceSampler" ||
$nodeType == "mip_motion_vector")
return "rendernode/mentalray/internal";
return ""; }
改成
// Internal MentalRay Nodes. Not meant to be used with Maya.
// So? Should poor Maya users use 3dsmax? C'mon... ;)
if ($nodeType == "misss_physical_phen" ||
$nodeType == "mip_card_opacity" ||
$nodeType == "mip_matteshadow" ||
$nodeType == "mip_matteshadow_mtl" ||
$nodeType == "surfaceSampler")
return "rendernode/mentalray/material";
return "";}
if ($nodeType == "mip_rayswitch" ||
$nodeType == "mip_rayswitch_advanced" ||
$nodeType == "mip_cameramap" ||
$nodeType == "mip_mirrorball" ||
$nodeType == "mip_grayball")
return "rendernode/mentalray/texture";
return "";}
if ($nodeType == "mip_rayswitch_environment")
return "rendernode/mentalray/environment";
return "";}
if ($nodeType == "mip_motionblur" ||
$nodeType == "mip_motion_vector")
return "rendernode/mentalray/output";
return "";}
if ($nodeType == "mip_gamma_gain" ||
$nodeType == "mip_render_subset")
return "rendernode/mentalray/lens";
return "";}
Maya 2009 production shader 调用方法
在Script Editor 里面敲入 optionVar -iv “MIP_SHD_EXPOSE” 1
重启Maya打开hypershade就能看到新shader啦。
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